No, I'm not working on a DCC RPG "White Box" Edition, and I doubt there is one on the works. That doesn't mean there isn't a market for one.
DCC is fairly rules heavy and extremely chart heavy, which can certainly be intimidating for new players to the game, let alone someone new to the hobby. That being said, in play I suspect it is fairly friendly to new players so long as they don't get caught up in the rules, because the DCC RPG vibe is a blast. The question then becomes, how do you keep the DCC vibe in a stripped down version aimed at recruiting new players?
Off the top of my head?
- Top out the "White Box" at third level - progression beyond that would move over to the full DCC RPG. This allows a major cutting of the amount of included spell charts, while still allowing for weeks / months of play.
- Drop Patrons. While they add a nice dimension, and added complexity works against the "White Box" goals of simplifying things for the new players.
- Core four classes only. Leave out the demihumans as PCs.
This is more of a recreational brainstorming exercise at the moment, but I'd certainly appreciate your thoughts, ideas and input on the matter :)
Picturing Solo History
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There are many gamers who will tell you that it was *Vampire the Masquerade*
that got them into roleplaying. That was in the 1990s. There are many
gamers ...
1 hour ago
Fantasy Core classes: fighter, cleric, elf, hobbit
ReplyDeleteS&S Core classes: ditch the demi-humans and thief.
Multiple books, all digests. Player's book. DM's book. All charts in separate sheets. Spells, one per page! separate sheets.
Can get behind patron being 4th lvl plus only.
I'd drop crits and fumble (charts). Replaced with simple mechanic. Ditch spell burn.